use std::convert::TryFrom; use std::marker::PhantomData; use getset::{CopyGetters, Getters, Setters}; use num_traits::FromPrimitive; use super::{ gamedata::{EliteSpec, Profession}, raw, EvtcError, }; /// Player-specific agent data. /// /// Player agents are characters controlled by a player and as such, they contain data about the /// account and character used (name, profession), as well as the squad composition. /// /// Note that a `Player` is only the player character itself. Any additional entities that are /// spawned by the player (clones, illusions, banners, ...) are either a [`Character`][Character] /// or a [`Gadget`][Gadget]. #[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))] #[derive(Debug, Clone, Hash, PartialEq, Eq, CopyGetters)] pub struct Player { /// The player's profession. #[get_copy = "pub"] profession: Profession, /// The player's elite specialization, if any is equipped. #[get_copy = "pub"] elite: Option, character_name: String, account_name: String, /// The subgroup the player was in. #[get_copy = "pub"] subgroup: u8, } impl Player { /// The player's character name. pub fn character_name(&self) -> &str { &self.character_name } /// The player's account name. /// /// This includes the leading colon and the 4-digit denominator. pub fn account_name(&self) -> &str { &self.account_name } } /// Gadget-specific agent data. /// /// Gadgets are entities that are spawned by certain skills. They are mostly inanimate objects that /// only exist to achieve a certain skill effect. /// /// Examples of this include the [banners](https://wiki.guildwars2.com/wiki/Banner) spawned by /// Warriors, but also skill effects like the roots created by /// [Entangle](https://wiki.guildwars2.com/wiki/Entangle) or the other objects in the arena. #[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))] #[derive(Debug, Clone, Hash, PartialEq, Eq, CopyGetters)] pub struct Gadget { /// The id of the gadget. /// /// Note that gadgets do not have true ids and the id is generated "through a combination of /// gadget parameters". #[get_copy = "pub"] id: u16, name: String, } impl Gadget { /// The name of the gadget. pub fn name(&self) -> &str { &self.name } } /// Character-specific agent data. /// /// Characters are NPCs such as the bosses themselves, additional mobs that they spawn, but also /// friendly characters like Mesmer's clones and illusions, Necromancer minions, and so on. #[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))] #[derive(Debug, Clone, Hash, PartialEq, Eq, CopyGetters)] pub struct Character { /// The id of the character. #[get_copy = "pub"] id: u16, name: String, } impl Character { /// The name of the character. pub fn name(&self) -> &str { &self.name } } /// The type of an agent. /// /// arcdps differentiates between three types of agents: [`Player`][Player], /// [`Character`][Character] and [`Gadget`][Gadget]. This enum unifies handling between them by /// allowing you to pattern match or use one of the accessor methods. /// /// The main way to obtain a `AgentKind` is by using the [`.kind()`][Agent::kind] method on an /// [`Agent`][Agent]. In cases where you already have a [`raw::Agent`][raw::Agent] available, you /// can also use the [`TryFrom`][TryFrom]/[`TryInto`][std::convert::TryInto] traits to convert a /// `raw::Agent` or `&raw::Agent` to a `AgentKind`: /// /// ```no_run /// # use evtclib::{AgentKind, raw}; /// use std::convert::TryInto; /// // Get a raw::Agent from somewhere /// let raw_agent: raw::Agent = panic!(); /// // Convert it /// let agent: AgentKind = raw_agent.try_into().unwrap(); /// ``` #[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))] #[derive(Debug, Clone, Hash, PartialEq, Eq)] pub enum AgentKind { /// The agent is a player. /// /// The player-specific data is in the included [`Player`][Player] struct. Player(Player), /// The agent is a gadget. /// /// The gadget-specific data is in the included [`Gadget`][Gadget] struct. Gadget(Gadget), /// The agent is a character. /// /// The character-specific data is in the included [`Character`][Character] struct. Character(Character), } impl AgentKind { fn from_raw_character(raw_agent: &raw::Agent) -> Result { assert!(raw_agent.is_character()); let name = raw::cstr_up_to_nul(&raw_agent.name).ok_or(EvtcError::InvalidData)?; Ok(Character { id: raw_agent.prof as u16, name: name.to_str()?.to_owned(), }) } fn from_raw_gadget(raw_agent: &raw::Agent) -> Result { assert!(raw_agent.is_gadget()); let name = raw::cstr_up_to_nul(&raw_agent.name).ok_or(EvtcError::InvalidData)?; Ok(Gadget { id: raw_agent.prof as u16, name: name.to_str()?.to_owned(), }) } fn from_raw_player(raw_agent: &raw::Agent) -> Result { assert!(raw_agent.is_player()); let character_name = raw::cstr_up_to_nul(&raw_agent.name) .ok_or(EvtcError::InvalidData)? .to_str()?; let account_name = raw::cstr_up_to_nul(&raw_agent.name[character_name.len() + 1..]) .ok_or(EvtcError::InvalidData)? .to_str()?; let subgroup = raw_agent.name[character_name.len() + account_name.len() + 2] - b'0'; let elite = if raw_agent.is_elite == 0 { None } else { Some( EliteSpec::from_u32(raw_agent.is_elite) .ok_or(EvtcError::InvalidEliteSpec(raw_agent.is_elite))?, ) }; Ok(Player { profession: Profession::from_u32(raw_agent.prof) .ok_or(EvtcError::InvalidProfession(raw_agent.prof))?, elite, character_name: character_name.to_owned(), account_name: account_name.to_owned(), subgroup, }) } /// Accesses the inner [`Player`][Player] struct, if available. pub fn as_player(&self) -> Option<&Player> { if let AgentKind::Player(ref player) = *self { Some(player) } else { None } } /// Determines whether this `AgentKind` contains a player. pub fn is_player(&self) -> bool { self.as_player().is_some() } /// Accesses the inner [`Gadget`][Gadget] struct, if available. pub fn as_gadget(&self) -> Option<&Gadget> { if let AgentKind::Gadget(ref gadget) = *self { Some(gadget) } else { None } } /// Determines whether this `AgentKind` contains a gadget. pub fn is_gadget(&self) -> bool { self.as_gadget().is_some() } /// Accesses the inner [`Character`][Character] struct, if available. pub fn as_character(&self) -> Option<&Character> { if let AgentKind::Character(ref character) = *self { Some(character) } else { None } } /// Determines whether this `AgentKind` contains a character. pub fn is_character(&self) -> bool { self.as_character().is_some() } } impl TryFrom for AgentKind { type Error = EvtcError; /// Convenience method to avoid manual borrowing. /// /// Note that this conversion will consume the agent, so if you plan on re-using it, use the /// `TryFrom<&raw::Agent>` implementation that works with a reference. fn try_from(raw_agent: raw::Agent) -> Result { Self::try_from(&raw_agent) } } impl TryFrom<&raw::Agent> for AgentKind { type Error = EvtcError; /// Extract the correct `AgentKind` from the given [raw agent][raw::Agent]. /// /// This automatically discerns between player, gadget and characters. /// /// Note that in most cases, you probably want to use `Agent::try_from` or even /// [`process`][process] instead of this function. fn try_from(raw_agent: &raw::Agent) -> Result { if raw_agent.is_character() { Ok(AgentKind::Character(AgentKind::from_raw_character( raw_agent, )?)) } else if raw_agent.is_gadget() { Ok(AgentKind::Gadget(AgentKind::from_raw_gadget(raw_agent)?)) } else if raw_agent.is_player() { Ok(AgentKind::Player(AgentKind::from_raw_player(raw_agent)?)) } else { Err(EvtcError::InvalidData) } } } /// An agent. /// /// Agents in arcdps are very versatile, as a lot of things end up being an "agent". This includes: /// * Players /// * Bosses /// * Any additional mobs that spawn /// * Mesmer illusions /// * Ranger spirits, pets /// * Guardian spirit weapons /// * ... /// /// Generally, you can divide them into three kinds ([`AgentKind`][AgentKind]): /// * [`Player`][Player]: All players themselves. /// * [`Character`][Character]: Non-player mobs, including most bosses, "adds" and player-generated /// characters. /// * [`Gadget`][Gadget]: Some additional gadgets, such as ley rifts, continuum split, ... /// /// All of these agents share some common fields, which are the ones accessible in `Agent`. /// The kind can be retrieved using [`.kind()`][Agent::kind], which can be matched on. /// /// # Obtaining an agent /// /// The normal way to obtain the agents is to use the [`.agents()`](Log::agents) method on a /// [`Log`][Log], or one of the other accessor methods (like [`.players()`][Log::players] or /// [`.agent_by_addr()`][Log::agent_by_addr]). /// /// In the cases where you already have a [`raw::Agent`][raw::Agent] available, you can also /// convert it to an [`Agent`][Agent] by using the standard /// [`TryFrom`][TryFrom]/[`TryInto`][std::convert::TryInto] traits: /// /// ```no_run /// # use evtclib::{Agent, raw}; /// use std::convert::TryInto; /// let raw_agent: raw::Agent = panic!(); /// let agent: Agent = raw_agent.try_into().unwrap(); /// ``` /// /// Note that you can convert references as well, so if you plan on re-using the raw agent /// afterwards, you should opt for `Agent::try_from(&raw_agent)` instead. /// /// # The `Kind` parameter /// /// The type parameter is not actually used and only exists at the type level. It can be used to /// tag `Agent`s containing a known kind. For example, `Agent` implements /// [`.player()`][Agent::player], which returns a `&Player` directly (instead of a /// `Option<&Player>`). This works because such tagged `Agent`s can only be constructed (safely) /// using [`.as_player()`][Agent::as_player], [`.as_gadget()`][Agent::as_gadget] or /// [`.as_character()`][Agent::as_character]. This is useful since functions like /// [`Log::players`][Log::players], which already filter only players, don't require the consumer /// to do another check/pattern match for the right agent kind. /// /// The unit type `()` is used to tag `Agent`s which contain an undetermined type, and it is the /// default if you write `Agent` without any parameters. /// /// The downside is that methods which work on `Agent`s theoretically should be generic over /// `Kind`. An escape hatch is the method [`.erase()`][Agent::erase], which erases the kind /// information and produces the default `Agent<()>`. Functions/methods that only take `Agent<()>` /// can therefore be used by any other agent as well. #[cfg_attr(feature = "serde", derive(serde::Serialize))] #[derive(Debug, Clone, Hash, PartialEq, Eq, Getters, CopyGetters, Setters)] // For the reasoning of #[repr(C)] see Agent::transmute. #[repr(C)] pub struct Agent { /// The address of this agent. /// /// This is not actually the address of the in-memory Rust object, but rather a serialization /// detail of arcdps. You should consider this as an opaque number and only compare it to other /// agent addresses. #[getset(get_copy = "pub", set = "pub(crate)")] addr: u64, /// The kind of this agent. #[getset(get = "pub", set = "pub(crate)")] kind: AgentKind, /// The toughness of this agent. /// /// This is not an absolute number, but a relative indicator that indicates this agent's /// toughness relative to the other people in the squad. /// /// 0 means lowest toughness, 10 means highest toughness. #[get_copy = "pub"] toughness: i16, /// The concentration of this agent. /// /// This is not an absolute number, but a relative indicator that indicates this agent's /// concentration relative to the other people in the squad. /// /// 0 means lowest concentration, 10 means highest concentration. #[getset(get_copy = "pub", set = "pub(crate)")] concentration: i16, /// The healing power of this agent. /// /// This is not an absolute number, but a relative indicator that indicates this agent's /// healing power relative to the other people in the squad. /// /// 0 means lowest healing power, 10 means highest healing power. #[getset(get_copy = "pub", set = "pub(crate)")] healing: i16, /// The condition damage of this agent. /// /// This is not an absolute number, but a relative indicator that indicates this agent's /// condition damage relative to the other people in the squad. /// /// 0 means lowest condition damage, 10 means highest condition damage. #[getset(get_copy = "pub", set = "pub(crate)")] condition: i16, /// The instance ID of this agent. #[getset(get_copy = "pub", set = "pub(crate)")] instance_id: u16, /// The timestamp of the first event entry with this agent. #[getset(get_copy = "pub", set = "pub(crate)")] first_aware: u64, /// The timestamp of the last event entry with this agent. #[getset(get_copy = "pub", set = "pub(crate)")] last_aware: u64, /// The master agent's address. #[getset(get_copy = "pub", set = "pub(crate)")] master_agent: Option, #[cfg_attr(feature = "serde", serde(skip_serializing))] phantom_data: PhantomData, } // We could derive this, however that would derive Deserialize generically for Agent, where T is // deserializable. In particular, this would mean that you could deserialize Agent, // Agent and Agent directly, which would not be too bad - the problem is that serde // has no way of knowing if the serialized agent actually is a character/player/gadget agent, as // that information only exists on the type level. This meant that you could "coerce" agents into // the wrong type, safely, using a serialization followed by a deserialization. // Now this doesn't actually lead to memory unsafety or other bad behaviour, but it could mean that // the program would panic if you tried to access a non-existing field, e.g. by calling // Agent::id() on a non-character agent. // In order to prevent this, we manually implement Deserialize only for Agent<()>, so that the // usual conversion functions with the proper checks have to be used. #[cfg(feature = "serde")] impl<'de> serde::Deserialize<'de> for Agent { fn deserialize>(deserializer: D) -> Result { use serde::de::{self, MapAccess, Visitor}; use std::fmt; #[derive(serde::Deserialize)] #[serde(field_identifier, rename_all = "snake_case")] enum Field { Addr, Kind, Toughness, Concentration, Healing, Condition, InstanceId, FirstAware, LastAware, MasterAgent, }; struct AgentVisitor; impl<'de> Visitor<'de> for AgentVisitor { type Value = Agent; fn expecting(&self, formatter: &mut fmt::Formatter) -> fmt::Result { formatter.write_str("struct Agent") } fn visit_map>(self, mut map: V) -> Result { let mut addr = None; let mut kind = None; let mut toughness = None; let mut concentration = None; let mut healing = None; let mut condition = None; let mut instance_id = None; let mut first_aware = None; let mut last_aware = None; let mut master_agent = None; while let Some(key) = map.next_key()? { match key { Field::Addr => { if addr.is_some() { return Err(de::Error::duplicate_field("addr")); } addr = Some(map.next_value()?); } Field::Kind => { if kind.is_some() { return Err(de::Error::duplicate_field("kind")); } kind = Some(map.next_value()?); } Field::Toughness => { if toughness.is_some() { return Err(de::Error::duplicate_field("toughness")); } toughness = Some(map.next_value()?); } Field::Concentration => { if concentration.is_some() { return Err(de::Error::duplicate_field("concentration")); } concentration = Some(map.next_value()?); } Field::Healing => { if healing.is_some() { return Err(de::Error::duplicate_field("healing")); } healing = Some(map.next_value()?); } Field::Condition => { if condition.is_some() { return Err(de::Error::duplicate_field("condition")); } condition = Some(map.next_value()?); } Field::InstanceId => { if instance_id.is_some() { return Err(de::Error::duplicate_field("instance_id")); } instance_id = Some(map.next_value()?); } Field::FirstAware => { if first_aware.is_some() { return Err(de::Error::duplicate_field("first_aware")); } first_aware = Some(map.next_value()?); } Field::LastAware => { if last_aware.is_some() { return Err(de::Error::duplicate_field("last_aware")); } last_aware = Some(map.next_value()?); } Field::MasterAgent => { if master_agent.is_some() { return Err(de::Error::duplicate_field("master_agent")); } master_agent = Some(map.next_value()?); } } } Ok(Agent { addr: addr.ok_or_else(|| de::Error::missing_field("addr"))?, kind: kind.ok_or_else(|| de::Error::missing_field("kind"))?, toughness: toughness.ok_or_else(|| de::Error::missing_field("toughness"))?, concentration: concentration .ok_or_else(|| de::Error::missing_field("concentration"))?, healing: healing.ok_or_else(|| de::Error::missing_field("healing"))?, condition: condition.ok_or_else(|| de::Error::missing_field("condition"))?, instance_id: instance_id .ok_or_else(|| de::Error::missing_field("instance_id"))?, first_aware: first_aware .ok_or_else(|| de::Error::missing_field("first_aware"))?, last_aware: last_aware.ok_or_else(|| de::Error::missing_field("last_aware"))?, master_agent: master_agent .ok_or_else(|| de::Error::missing_field("master_agent"))?, phantom_data: PhantomData, }) } }; const FIELDS: &'static [&'static str] = &[ "addr", "kind", "toughness", "concentration", "healing", "condition", "instance_id", "first_aware", "last_aware", "master_agent", ]; deserializer.deserialize_struct("Agent", FIELDS, AgentVisitor) } } impl TryFrom<&raw::Agent> for Agent { type Error = EvtcError; /// Parse a raw agent. fn try_from(raw_agent: &raw::Agent) -> Result { let kind = AgentKind::try_from(raw_agent)?; Ok(Agent { addr: raw_agent.addr, kind, toughness: raw_agent.toughness, concentration: raw_agent.concentration, healing: raw_agent.healing, condition: raw_agent.condition, instance_id: 0, first_aware: 0, last_aware: u64::max_value(), master_agent: None, phantom_data: PhantomData, }) } } impl TryFrom for Agent { type Error = EvtcError; /// Convenience method to avoid manual borrowing. /// /// Note that this conversion will consume the agent, so if you plan on re-using it, use the /// `TryFrom<&raw::Agent>` implementation that works with a reference. fn try_from(raw_agent: raw::Agent) -> Result { Agent::try_from(&raw_agent) } } impl Agent { /// Unconditionally change the tagged type. #[inline] fn transmute(&self) -> &Agent { // Beware, unsafe code ahead! // // What are we doing here? // In Agent, T is a marker type that only exists at the type level. There is no actual // value of type T being held, instead, we use PhantomData under the hood. This is so we // can implement special methods on Agent, Agent and Agent, // which allows us in some cases to avoid the "second check" (e.g. Log::players() can // return Agent, as the function already makes sure all returned agents are // players). This makes the interface more ergonomical, as we can prove to the type checker // at compile time that a given Agent has a certain AgentKind. // // Why is this safe? // PhantomData (which is what Agent boils down to) is a zero-sized type, which means // it does not actually change the layout of the struct. There is some discussion in [1], // which suggests that this is true for #[repr(C)] structs (which Agent is). We can // therefore safely transmute from Agent to Agent, for any U and T. // // Can this lead to unsafety? // No, the actual data access is still done through safe rust and a if-let. In the worst // case it can lead to an unexpected panic, but the "guarantee" made by T is rather weak in // that regard. // // What are the alternatives? // None, as far as I'm aware. Going from Agent to Agent is possible in safe Rust by // destructuring the struct, or alternatively by [2] (if it would be implemented). However, // when dealing with references, there seems to be no way to safely go from Agent to // Agent, even if they share the same layout. // // [1]: https://www.reddit.com/r/rust/comments/avrbvc/is_it_safe_to_transmute_foox_to_fooy_if_the/ // [2]: https://github.com/rust-lang/rfcs/pull/2528 unsafe { &*(self as *const Agent as *const Agent) } } /// Erase any extra information about the contained agent kind. #[inline] pub fn erase(&self) -> &Agent { self.transmute() } /// Try to convert this `Agent` to an `Agent` representing a `Player`. #[inline] pub fn as_player(&self) -> Option<&Agent> { if self.kind.is_player() { Some(self.transmute()) } else { None } } /// Try to convert this `Agent` to an `Agent` representing a `Gadget`. #[inline] pub fn as_gadget(&self) -> Option<&Agent> { if self.kind.is_gadget() { Some(self.transmute()) } else { None } } /// Try to convert this `Agent` to an `Agent` representing a `Character`. #[inline] pub fn as_character(&self) -> Option<&Agent> { if self.kind.is_character() { Some(self.transmute()) } else { None } } } impl Agent { /// Directly access the underlying player data. #[inline] pub fn player(&self) -> &Player { self.kind.as_player().expect("Agent had no player!") } /// Shorthand to get the player's account name. #[inline] pub fn account_name(&self) -> &str { self.player().account_name() } /// Shorthand to get the player's character name. #[inline] pub fn character_name(&self) -> &str { self.player().character_name() } /// Shorthand to get the player's elite specialization. #[inline] pub fn elite(&self) -> Option { self.player().elite() } /// Shorthand to get the player's profession. #[inline] pub fn profession(&self) -> Profession { self.player().profession() } /// Shorthand to get the player's subgroup. #[inline] pub fn subgroup(&self) -> u8 { self.player().subgroup() } } impl Agent { /// Directly access the underlying gadget data. #[inline] pub fn gadget(&self) -> &Gadget { self.kind.as_gadget().expect("Agent had no gadget!") } /// Shorthand to get the gadget's id. #[inline] pub fn id(&self) -> u16 { self.gadget().id() } /// Shorthand to get the gadget's name. #[inline] pub fn name(&self) -> &str { self.gadget().name() } } impl Agent { /// Directly access the underlying character data. #[inline] pub fn character(&self) -> &Character { self.kind .as_character() .expect("Agent had no character!") } /// Shorthand to get the character's id. #[inline] pub fn id(&self) -> u16 { self.character().id() } /// Shorthand to get the character's name. #[inline] pub fn name(&self) -> &str { self.character().name() } } #[cfg(all(feature = "serde", test))] mod tests { use super::*; fn agent() -> Agent { Agent { addr: 0xdeadbeef, kind: AgentKind::Character(Character { id: 0xf00, name: "Foo Bar".into(), }), toughness: -13, concentration: -14, healing: -15, condition: -16, instance_id: 1337, first_aware: 0, last_aware: 0xffffff, master_agent: None, phantom_data: PhantomData, } } #[test] fn serialization() { let agent = agent(); let json = serde_json::to_string(&agent).unwrap(); let expected = r#"{"addr":3735928559,"kind":{"Character":{"id":3840,"name":"Foo Bar"}},"toughness":-13,"concentration":-14,"healing":-15,"condition":-16,"instance_id":1337,"first_aware":0,"last_aware":16777215,"master_agent":null}"#; assert_eq!(json, expected); } #[test] fn deserialization() { let json = r#"{"addr":3735928559,"kind":{"Character":{"id":3840,"name":"Foo Bar"}},"toughness":-13,"concentration":-14,"healing":-15,"condition":-16,"instance_id":1337,"first_aware":0,"last_aware":16777215,"master_agent":null}"#; let deserialized: Agent = serde_json::from_str(json).unwrap(); assert_eq!(deserialized, agent()); } #[test] #[should_panic(expected = "missing field `master_agent`")] fn deserialization_missing_field() { let json = r#"{"addr":3735928559,"kind":{"Character":{"id":3840,"name":"Foo Bar"}},"toughness":-13,"concentration":-14,"healing":-15,"condition":-16,"instance_id":1337,"first_aware":0,"last_aware":16777215}"#; serde_json::from_str::(json).unwrap(); } #[test] #[should_panic(expected = "duplicate field `master_agent`")] fn deserialization_duplicated_field() { let json = r#"{"addr":3735928559,"kind":{"Character":{"id":3840,"name":"Foo Bar"}},"toughness":-13,"concentration":-14,"healing":-15,"condition":-16,"instance_id":1337,"first_aware":0,"last_aware":16777215,"master_agent":null,"master_agent":null}"#; serde_json::from_str::(json).unwrap(); } }